Support for different platforms. Platform_desktop_sdl.
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152
API.md
152
API.md
@@ -482,13 +482,6 @@ Disable logging
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## Globals - KeyboardKey
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GLFW_KEY_UNKNOWN = nil
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Key: Unknown
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---
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> KEY_NULL = 0
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Key: NULL, used for no key pressed
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@@ -3414,38 +3407,6 @@ Framebuffer texture attachment type: renderbuffer
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---
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## Globals - GLFW
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> GLFW_RELEASE = 0
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The key or mouse button was released
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---
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> GLFW_PRESS = 1
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The key or mouse button was pressed
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---
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> GLFW_REPEAT = 2
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The key was held down until it repeated
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---
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> GLFW_CONNECTED = 262145
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Joystick connected
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---
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> GLFW_DISCONNECTED = 262146
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Joystick disconnected
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---
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## Globals - CBuffer
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> BUFFER_UNSIGNED_CHAR = 0
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@@ -3496,82 +3457,6 @@ C type double
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---
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## Globals - Window
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> EVENT_WINDOW_SIZE = 0
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GLFW event window size changed
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---
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> EVENT_WINDOW_MAXIMIZE = 1
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GLFW event window maximize
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---
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> EVENT_WINDOW_ICONYFY = 2
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GLFW event window iconify
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---
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> EVENT_WINDOW_FOCUS = 3
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GLFW event window focus
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---
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> EVENT_WINDOW_DROP = 4
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GLFW event window drop
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---
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## Globals - Input
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> EVENT_KEY = 5
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GLFW event keyboard key
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---
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> EVENT_CHAR = 6
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GLFW event Unicode character
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---
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> EVENT_MOUSE_BUTTON = 7
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GLFW event mouse button
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---
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> EVENT_MOUSE_CURSOR_POS = 8
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GLFW event cursor position
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---
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> EVENT_MOUSE_SCROLL = 9
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GLFW event mouse scroll
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---
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> EVENT_CURSOR_ENTER = 10
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GLFW event cursor enter/leave
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---
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> EVENT_JOYSTICK = 11
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GLFW event joystick
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---
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## Core - Window-related functions
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---
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@@ -4524,34 +4409,6 @@ Set a custom key to exit program (default is ESC)
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---
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> keyName = RL.GetKeyName( int key, int scancode )
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This function returns the name of the specified printable key, encoded as UTF-8.
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This is typically the character that key would produce without any modifier keys,
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intended for displaying key bindings to the user. For dead keys, it is typically
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the diacritic it would add to a character.
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Do not use this function for text input. You will break text input for many
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languages even if it happens to work for yours.
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If the key is KEY_UNKNOWN, the scancode is used to identify the key,
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otherwise the scancode is ignored. If you specify a non-printable key,
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or KEY_UNKNOWN and a scancode that maps to a non-printable key,
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this function returns nil but does not emit an error.
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- Success return string or nil
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---
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> scancode = RL.GetKeyScancode( int key )
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This function returns the platform-specific scancode of the specified key.
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If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
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- Success return int
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---
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## Core - Input-related functions: gamepads
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---
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@@ -7546,7 +7403,8 @@ Calculate square distance between two vectors
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> result = RL.Vector2Angle( Vector2 v1, Vector2 v2 )
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Calculate angle from two vectors
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Calculate angle between two vectors
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NOTE: Angle is calculated from origin point (0, 0)
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- Success return float
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@@ -7554,9 +7412,9 @@ Calculate angle from two vectors
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> result = RL.Vector2LineAngle( Vector2 a, Vector2 b )
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Calculate angle defined by a two vectors line.
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NOTE: Parameters need to be normalized.
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Current implementation should be aligned with glm::angle.
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Calculate angle defined by a two vectors line
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NOTE: Parameters need to be normalized
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Current implementation should be aligned with glm::angle
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- Success return float
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